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Old 03-21-2020, 07:42 PM   #1
AlexanderHowl
 
Join Date: Feb 2016
Default RPM Supermage [Supers/RPM]

While the default Supermage uses standard ritual magic, I think that a RPM Supermage would likely be a better fit. Here is a bare bones example of a RPM Supermage:

RPM Supermage (500 CP)

Attributes: ST 10 [0], DX 12 [40], IQ 20 [200], HT 12 [20]

Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; FP 12 [0]; Will 16 [-20]; Per 16 [-20]; HP 10 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]

Advantages: Luck [15]; Magery 13 [135]; Magical Items [20]; a total of 50 CP worth.

Disadvantages: A total of -50 CP worth.

Wildcard Skills: Ritual! (VH) IQ+5 [84]

Ordinary Skills: Any 26 CP worth.

Notes: The Ritual! Wildcard Skill is the Ritual Path Magic equivalent of Magic!. It replaces Alchemy, Thaumatology, and any associated Paths.

So, would you let a RPM Supermage into you supers games? If so, what role do you think that it would play in your games? If not, why not?

Last edited by AlexanderHowl; 03-21-2020 at 07:50 PM.
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